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path: root/src/render_helpers/clipped_surface.rs
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use glam::{Mat3, Vec2};
use niri_config::CornerRadius;
use smithay::backend::renderer::element::surface::WaylandSurfaceRenderElement;
use smithay::backend::renderer::element::{Element, Id, Kind, RenderElement, UnderlyingStorage};
use smithay::backend::renderer::gles::{
    GlesError, GlesFrame, GlesRenderer, GlesTexProgram, Uniform,
};
use smithay::backend::renderer::utils::{CommitCounter, DamageSet, OpaqueRegions};
use smithay::utils::{Buffer, Logical, Physical, Rectangle, Scale, Size, Transform};

use super::damage::ExtraDamage;
use super::renderer::{AsGlesFrame as _, NiriRenderer};
use super::shaders::{mat3_uniform, Shaders};
use crate::backend::tty::{TtyFrame, TtyRenderer, TtyRendererError};

#[derive(Debug)]
pub struct ClippedSurfaceRenderElement<R: NiriRenderer> {
    inner: WaylandSurfaceRenderElement<R>,
    program: GlesTexProgram,
    corner_radius: CornerRadius,
    geometry: Rectangle<f64, Logical>,
    input_to_geo: Mat3,
    // Should only be used for visual improvements, i.e. corner radius anti-aliasing.
    scale: f32,
}

#[derive(Debug, Default, Clone)]
pub struct RoundedCornerDamage {
    damage: ExtraDamage,
    corner_radius: CornerRadius,
}

impl<R: NiriRenderer> ClippedSurfaceRenderElement<R> {
    pub fn new(
        elem: WaylandSurfaceRenderElement<R>,
        scale: Scale<f64>,
        geometry: Rectangle<f64, Logical>,
        program: GlesTexProgram,
        corner_radius: CornerRadius,
    ) -> Self {
        let elem_geo = elem.geometry(scale);

        let elem_geo_loc = Vec2::new(elem_geo.loc.x as f32, elem_geo.loc.y as f32);
        let elem_geo_size = Vec2::new(elem_geo.size.w as f32, elem_geo.size.h as f32);

        let geo = geometry.to_physical_precise_round(scale);
        let geo_loc = Vec2::new(geo.loc.x, geo.loc.y);
        let geo_size = Vec2::new(geo.size.w, geo.size.h);

        let buf_size = elem.buffer_size();
        let buf_size = Vec2::new(buf_size.w as f32, buf_size.h as f32);

        let view = elem.view();
        let src_loc = Vec2::new(view.src.loc.x as f32, view.src.loc.y as f32);
        let src_size = Vec2::new(view.src.size.w as f32, view.src.size.h as f32);

        let transform = elem.transform();
        // HACK: ??? for some reason flipped ones are fine.
        let transform = match transform {
            Transform::_90 => Transform::_270,
            Transform::_270 => Transform::_90,
            x => x,
        };
        let transform_matrix = Mat3::from_translation(Vec2::new(0.5, 0.5))
            * Mat3::from_cols_array(transform.matrix().as_ref())
            * Mat3::from_translation(-Vec2::new(0.5, 0.5));

        // FIXME: y_inverted
        let input_to_geo = transform_matrix * Mat3::from_scale(elem_geo_size / geo_size)
            * Mat3::from_translation((elem_geo_loc - geo_loc) / elem_geo_size)
            // Apply viewporter src.
            * Mat3::from_scale(buf_size / src_size)
            * Mat3::from_translation(-src_loc / buf_size);

        Self {
            inner: elem,
            program,
            corner_radius,
            geometry,
            input_to_geo,
            scale: scale.x as f32,
        }
    }

    pub fn shader(renderer: &mut R) -> Option<&GlesTexProgram> {
        Shaders::get(renderer).clipped_surface.as_ref()
    }

    pub fn will_clip(
        elem: &WaylandSurfaceRenderElement<R>,
        scale: Scale<f64>,
        geometry: Rectangle<f64, Logical>,
        corner_radius: CornerRadius,
    ) -> bool {
        let elem_geo = elem.geometry(scale);
        let geo = geometry.to_physical_precise_round(scale);

        if corner_radius == CornerRadius::default() {
            !geo.contains_rect(elem_geo)
        } else {
            let corners = Self::rounded_corners(geometry, corner_radius);
            let corners = corners
                .into_iter()
                .map(|rect| rect.to_physical_precise_up(scale));
            let geo = Rectangle::subtract_rects_many([geo], corners);
            !Rectangle::subtract_rects_many([elem_geo], geo).is_empty()
        }
    }

    fn rounded_corners(
        geo: Rectangle<f64, Logical>,
        corner_radius: CornerRadius,
    ) -> [Rectangle<f64, Logical>; 4] {
        let top_left = corner_radius.top_left as f64;
        let top_right = corner_radius.top_right as f64;
        let bottom_right = corner_radius.bottom_right as f64;
        let bottom_left = corner_radius.bottom_left as f64;

        [
            Rectangle::from_loc_and_size(geo.loc, (top_left, top_left)),
            Rectangle::from_loc_and_size(
                (geo.loc.x + geo.size.w - top_right, geo.loc.y),
                (top_right, top_right),
            ),
            Rectangle::from_loc_and_size(
                (
                    geo.loc.x + geo.size.w - bottom_right,
                    geo.loc.y + geo.size.h - bottom_right,
                ),
                (bottom_right, bottom_right),
            ),
            Rectangle::from_loc_and_size(
                (geo.loc.x, geo.loc.y + geo.size.h - bottom_left),
                (bottom_left, bottom_left),
            ),
        ]
    }
}

impl<R: NiriRenderer> Element for ClippedSurfaceRenderElement<R> {
    fn id(&self) -> &Id {
        self.inner.id()
    }

    fn current_commit(&self) -> CommitCounter {
        self.inner.current_commit()
    }

    fn geometry(&self, scale: Scale<f64>) -> Rectangle<i32, Physical> {
        self.inner.geometry(scale)
    }

    fn src(&self) -> Rectangle<f64, Buffer> {
        self.inner.src()
    }

    fn transform(&self) -> Transform {
        self.inner.transform()
    }

    fn damage_since(
        &self,
        scale: Scale<f64>,
        commit: Option<CommitCounter>,
    ) -> DamageSet<i32, Physical> {
        // FIXME: radius changes need to cause damage.
        let damage = self.inner.damage_since(scale, commit);

        // Intersect with geometry, since we're clipping by it.
        let mut geo = self.geometry.to_physical_precise_round(scale);
        geo.loc -= self.geometry(scale).loc;
        damage
            .into_iter()
            .filter_map(|rect| rect.intersection(geo))
            .collect()
    }

    fn opaque_regions(&self, scale: Scale<f64>) -> OpaqueRegions<i32, Physical> {
        let regions = self.inner.opaque_regions(scale);

        // Intersect with geometry, since we're clipping by it.
        let mut geo = self.geometry.to_physical_precise_round(scale);
        geo.loc -= self.geometry(scale).loc;
        let regions = regions
            .into_iter()
            .filter_map(|rect| rect.intersection(geo));

        // Subtract the rounded corners.
        if self.corner_radius == CornerRadius::default() {
            regions.collect()
        } else {
            let corners = Self::rounded_corners(self.geometry, self.corner_radius);

            let elem_loc = self.geometry(scale).